Jump to content

Recommended Posts

Its not really compatible with Yanfly's core script (the window size part) is it?

the windows and locations of numbers are skewing...

Any suggestions on how to fix this?

the window size I am using is 544 x 416

thanks

~DisturbedInside

Share this post


Link to post
Share on other sites

544x416 is the default size so it should work with that...

 

however, I did not take into account different resolutions when writing this so windows are not relative to each other and have a fixed position(including widths and heights), I need to fix this but no idea when it'll get done :/

Share this post


Link to post
Share on other sites

I love your encyclopedia, but is there a way that you can make it where you can have it compatible with Tidloc's Questlog? If I put your Menu Organizer in my scripts it disables Tidloc's Questlog.

Share this post


Link to post
Share on other sites

It seems Tidloc's Header uses the save command to put all his scripts in the menu, in my menu organizer just set SAVE_COMMAND to true and his questlog should show up :)

Edited by casper667

Share this post


Link to post
Share on other sites

544x416 is the default size so it should work with that...

 

however, I did not take into account different resolutions when writing this so windows are not relative to each other and have a fixed position(including widths and heights), I need to fix this but no idea when it'll get done :/

 

Sorry casper

the size i am using is 640 x 416 :)

Share this post


Link to post
Share on other sites

I updated the script, windows should now work with all resolution sizes. If stat numbers don't line up, you'll need to use the "adjust X" settings in the set up module.

Share this post


Link to post
Share on other sites

Sorry if this a stupid question, but does the "This script was made by..." show up every page, or is that just for screenshot purposes?

Share this post


Link to post
Share on other sites

That's just for screenshot purposes. You can change what the note says by putting <cscanote: text here> in each item's notebox and it will display "text here" instead :P

Share this post


Link to post
Share on other sites

Is their a way to add an Enemy to the Encyclopedia without defeating it?

Just comment tag or some thing to add an Enemy without defeating it.

Share this post


Link to post
Share on other sites

Is their a way to add an Enemy to the Encyclopedia without defeating it?

Just comment tag or some thing to add an Enemy without defeating it.

 

set whatever VARIABLE you've defined in the script to the monster ID then call: $game_party.csca_set_enemy_true

Share this post


Link to post
Share on other sites

That's just for screenshot purposes. You can change what the note says by putting <cscanote: text here> in each item's notebox and it will display "text here" instead :P

Ah, okay! Two questions though:

 

 

1. Does the "note" apply to all items, or each item individually? I'd imagine you have to enter the note's content in the script, so would you have to enter each specific note for each item somehow? I don't completely understand that. I'm a total newb to scripts, sue me.

 

2. Right now you have the info page and the monster sprite page. Would it be possible to have another toggled page just for text? Think of newer RPGs (Final Fantasy... XII, just for an example) and how the bestiary has detailed information on each subject in written form. Is that possible?

Share this post


Link to post
Share on other sites

1. Each item, weapon, armor, state, monster, skill has a notebox in the database. You put the tag <cscanote: text here> in the item's notebox and the script will read that. You don't need to put a note for everything though if you don't want to. For example, maybe item ID1 is a potion, and you put <cscanote: Just an ordinary potion> in it's notebox. When you view it in the encyclopedia it'll say Note: Just an ordinary potion

 

These things are explained in the script fairly well.

 

2. That is not possible with this script as is, you'd need to modify it to be able to do that. That isn't too hard, the toggle code is already there, but I do not have time right now to make that feature(college, my own game, other scripts, real life, these things take up way too much of my time already). Maybe if I get bored sometime or someone else may be able to make an add on to this script that does what you want.

Edited by casper667

Share this post


Link to post
Share on other sites

It might be a good idea to replace the ARMOR_TYPE, WEAPON_TYPE, SKILL_TYPE, and ELEMENTS arrays with calls to $game_system.armor_types, $game_system.weapon_types, $game_system.skill_types, and $game_system.elements respectively.

Share this post


Link to post
Share on other sites

Is their a way to add an Enemy to the Encyclopedia without defeating it?

Just comment tag or some thing to add an Enemy without defeating it.

 

set whatever VARIABLE you've defined in the script to the monster ID then call: $game_party.csca_set_enemy_true

 

I tried then I get this error

 

Script 'Enc' line 1322:NoMethodError occurred

undefined method 'csca_encyclopedia_exclude?' for nil:NilClass

 

Is their a way to just like you press a button on an event then it gives

you the information about that monster?

 

I want it to be like gaining a library book or some thing so it allows you to see

some monsters..

 

Thanks and I got to say your engine is both amazing and useful.

Edited by Sievn

Share this post


Link to post
Share on other sites

You're getting that error because you're trying to set enemy ID 0 to true, when there is no enemy ID 0.

 

In the script setup module, there's a setting called VARIABLE. Set that to whatever variable ID you want.

 

In-game, use "control variables" to set the variable to whatever enemy ID you want to be discovered, and then call $game_party.csca_set_enemy_true

 

 

It might be a good idea to replace the ARMOR_TYPE, WEAPON_TYPE, SKILL_TYPE, and ELEMENTS arrays with calls to $game_system.armor_types, $game_system.weapon_types, $game_system.skill_types, and $game_system.elements respectively.

 

Thanks :P I didn't even realize those were there. I'll change it next time there's an update.

Edited by casper667

Share this post


Link to post
Share on other sites

It might be a good idea to replace the ARMOR_TYPE, WEAPON_TYPE, SKILL_TYPE, and ELEMENTS arrays with calls to $game_system.armor_types, $game_system.weapon_types, $game_system.skill_types, and $game_system.elements respectively.

 

Thanks :P I didn't even realize those were there. I'll change it next time there's an update.

 

I figured, sometimes it's hard to figure out what the properties of some of the imported data classes are! I found a neat site that lists all the classes and their properties though. Also, not really sure if then include a string for id 0, so you may wanna watch for that.

Edited by KilloZapit

Share this post


Link to post
Share on other sites

You're getting that error because you're trying to set enemy ID 0 to true, when there is no enemy ID 0.

 

In the script setup module, there's a setting called VARIABLE. Set that to whatever variable ID you want.

 

In-game, use "control variables" to set the variable to whatever enemy ID you want to be discovered, and then call $game_party.csca_set_enemy_true

 

 

It might be a good idea to replace the ARMOR_TYPE, WEAPON_TYPE, SKILL_TYPE, and ELEMENTS arrays with calls to $game_system.armor_types, $game_system.weapon_types, $game_system.skill_types, and $game_system.elements respectively.

 

Thanks :P I didn't even realize those were there. I'll change it next time there's an update.

 

Thanks!

works much better than magic.

Edited by Sievn

Share this post


Link to post
Share on other sites

Just control the variable to a different enemy ID then make the same script call.

 

Yeah it works now..

Thank you.

Edited by Sievn

Share this post


Link to post
Share on other sites

Having same issue as before patch with resizing to 1920x1080... the numbers dont align correctly and layover the stat names like so

 

 

post-526-0-07873600-1345797323_thumb.png

post-526-0-93132700-1345797342_thumb.png

 

 

Easy enough to manually move the digits over but I thought V2.2 was supposed to fix resizing issues :/

Share this post


Link to post
Share on other sites

It's hard to have the stat numbers align correctly, since the name is not a set width(the developer could change AGI to anything they wanted to, such as A or AGIL). I'd have to calculate the width of each param string and add that to the param value's X. It's just easier for the user to fix it themselves with the provided X offsets for that specific problem in the script setup module.

 

Update 2.2 just replaced things like 544 with Graphics.width and 416 with Graphics.height, and made all the window locations based off each other so the windows aren't in weird positions, or go off screen on different resolution sizes. It wasn't as big of an update as I originally thought it would be :P

Share this post


Link to post
Share on other sites

You could also try having the stat name left-aligned and the stat number right-aligned in a half width box, or you could try playing with using draw_text_ex, though draw_text_ex doesn't let you set alignment or width.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted